Base Class: Wizard
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death.
Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
Level 2: Necro-wiz
When you select this school at 2nd level, the money and time you must spend to copy a necromancy spell into your spellbook is cut in half.
Level 2: Grave Robber
At 2nd level, you gain the ability to take the life energy from people you kill with spells. Once every turn when you kill one (or more) creatures with a spell of 1st level or higher, you regain HP equal to twice the spell’s level, or three times its level if the spell belongs to your subclass. You don’t gain this benefit for killing constructs or the undead.
Level 6: Undead Servants
At level 6, if it is not there already, you add the animate dead spell to your spellbook. When you cast this spell, you can target one extra corpse and or pile of bones, creating another zombie or skeleton.
Whenever you create an undead using a necromancy spell, it has additional benefits:
• The creature’s max HP is increased by an amount equal to your wizard level.
• The creature adds your proficiency bonus to its weapon damage rolls.
Level 10: Living Dead Girl (Bascially)
At level 10, you have resistance to necrotic damage, and your max HP can’t be reduced.
Level 14: Control the Damned
Level 14, you can use magic to any undead under your control, even one created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder
If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
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